Author Topic: Some system of coordinates (X, Y, Z)  (Read 3102 times)

SEVERINO

    Reputation: 25
Some system of coordinates (X, Y, Z)
« on: August 29, 2011, 08:56:38 pm »
August 29, 2011, 08:56:38 pm
I have a question to me is creating many problems in Lumion:
We are currently working with several very large 3D models (with many entities), which also must be inserted into the lumion within a scene and assemble perfectly to connect with one another. The biggest problem is to get your connection. Is there any way Lumion SP2 Build 7, in order to do this in a fine way?.

If this is possible, I would like to be illustrative, we're neurotic and our patience began to fail.
If there is some means of fine tuning, I think this would be a breakthrough to adjust the various models in the same scene. In our case consists of adjusting a bridge to a road and a ramp to a residential building (four very very complex models).

I think the forum has already dealt with this issue, but not if it has been some progress in the Build 7. Some system of coordinates (X, Y, Z), either globally or specifically, with numeric entry keyboard or something.

In our engineering have a great affection for the numerical data with very precise adjustment of elements. in this case do not intend to pinpoint accuracy, but at least with a little more precision in movement and turns of the entities.

Sorry to our complaints and that apart from these settings, we are delighted with the work being done by both

Re: Some system of coordinates (X, Y, Z)
« Reply #1 on: August 29, 2011, 09:26:29 pm »
August 29, 2011, 09:26:29 pm
The most precise you probably can get is to use markers from your original modeler. So you can import your grid or markers which is your XYZ and allign your markers. Put them in layer 5 or something so they are only visible in build mode if you don't render layer 5 in the final. With many markers in place all over the scene you can position objects a little more precise.

But we understand your problem and have been thinking about methods to implement something that is usable. The quickest change we can create is that you select a center model and that we show information about the object you are dragging under the fps counter.

Second simple step we have to create would be to use the method for typing numbers into the slider into typing the coordinates of your model you wish to move.

This might not be what we want most users to use but we understand some people need to be more precise.

cpercer

    Reputation: 20
Re: Some system of coordinates (X, Y, Z)
« Reply #2 on: August 29, 2011, 10:31:43 pm »
August 29, 2011, 10:31:43 pm
I had a bridge project recently.  I was having fits trying to place it into Lumion.  Eventually, I created the scene in Max and exported pieces.  Since they were from the same scene they had the same origin.  I used the align command in Lumion and perfecto!

SEVERINO

    Reputation: 25
Re: Some system of coordinates (X, Y, Z)
« Reply #3 on: August 29, 2011, 10:42:06 pm »
August 29, 2011, 10:42:06 pm
Thank you very much for your quick reply Ferry, but could you be more precise about the markers and their use?
If you zero a small example might be instructive.
By the way, I remind you that the invitation to a Valencian paella is still standing.

Best regards.

SEVERINO

    Reputation: 25
Re: Some system of coordinates (X, Y, Z)
« Reply #4 on: August 29, 2011, 10:47:53 pm »
August 29, 2011, 10:47:53 pm
I had a bridge project recently.  I was having fits trying to place it into Lumion.  Eventually, I created the scene in Max and exported pieces.  Since they were from the same scene they had the same origin.  I used the align command in Lumion and perfecto!

Cpercer, what is that command Lumion align?
Please if it works as you say, you saved my life and current job.

Greetings

ilwedritschel

    Reputation: 13
Re: Some system of coordinates (X, Y, Z)
« Reply #5 on: August 29, 2011, 11:55:57 pm »
August 29, 2011, 11:55:57 pm
yes i am to, what is that command Lumion align?

Re: Some system of coordinates (X, Y, Z)
« Reply #6 on: August 30, 2011, 12:18:56 am »
August 30, 2011, 12:18:56 am
Select one or more objects then to align them to some other object, activate it(green select bounding box), then Transformation --> Align.  Main steps as per images below. 

When aligned, the object icons sit closely together (but separated slightly for 5 as of SP1) but you can select any single object where aligned by holding the mouse down over an icon, then using the Up/Down navigation keys to cycle through each object.


SEVERINO

    Reputation: 25
Re: Some system of coordinates (X, Y, Z)
« Reply #7 on: August 30, 2011, 12:53:52 am »
August 30, 2011, 12:53:52 am
Select one or more objects then to align them to some other object, activate it(green select bounding box), then Transformation --> Align.  Main steps as per images below. 

When aligned, the object icons sit closely together (but separated slightly for 5 as of SP1) but you can select any single object where aligned by holding the mouse down over an icon, then using the Up/Down navigation keys to cycle through each object.



Peterm thank you very much, as I understand

greetings

Re: Some system of coordinates (X, Y, Z)
« Reply #8 on: August 30, 2011, 07:56:50 am »
August 30, 2011, 07:56:50 am
Let us know if it worked out. Basically using exports from your modeling package and using align you re-create the original positioning or create helpers which are exact to visually help. This might not be enough for some people but might help most.

SEVERINO

    Reputation: 25
Re: Some system of coordinates (X, Y, Z)
« Reply #9 on: August 30, 2011, 09:20:43 am »
August 30, 2011, 09:20:43 am
Let us know if it worked out. Basically using exports from your modeling package and using align you re-create the original positioning or create helpers which are exact to visually help. This might not be enough for some people but might help most.

Hi Ferry,
Although the align command is very effective for some cases, in our unfortunately, does not meet our real needs, I mean:
When the entities are aligned in the same coordinate system from which they were created, but if we move, rotate, or make any kind of animation of any of the entities, the issue is complicated because the alignment point of an entity, perfectly may be far from the entity. I remind you that we are working with very large institutions and smaller ones that must be aligned with each other.

Precisely for the above, I had asked for some kind of illustration with respect to the markers discussed.

There is an Arabic proverb that says: "If you stumble and fall, two steps forward," if we're seeing, I think we should follow the truth of this proverb and think that in future versions of Lumion, which includes the possibility precise animations, these should be preceded by some metric of motion to simplify the linking of imported entities.

I hope I explained well, I remember my poor English.

Note: I never tire of to thank all your effort and dedication. And any help you can give us about the above markers, sure to be welcome.

Thanks and best regards

Frank

    Reputation: 29
Re: Some system of coordinates (X, Y, Z)
« Reply #10 on: August 30, 2011, 02:49:57 pm »
August 30, 2011, 02:49:57 pm
I fully agree with you, Severino. The possibility of using the x,y,z-coordinate for import would be very helpful for adding new parts of a model.
The align-command works perfect in smaller scenes, but if there are lots of large and detailed models which have to be aligned, it becomes difficult.